Struct valence::ecs::entity::EntityLocation

#[repr(C)]
pub struct EntityLocation { pub archetype_id: ArchetypeId, pub archetype_row: ArchetypeRow, pub table_id: TableId, pub table_row: TableRow, }
Expand description

A location of an entity in an archetype.

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§archetype_id: ArchetypeId

The ID of the Archetype the Entity belongs to.

§archetype_row: ArchetypeRow

The index of the Entity within its Archetype.

§table_id: TableId

The ID of the Table the Entity belongs to.

§table_row: TableRow

The index of the Entity within its Table.

Trait Implementations§

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impl Clone for EntityLocation

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fn clone(&self) -> EntityLocation

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for EntityLocation

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl PartialEq for EntityLocation

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fn eq(&self, other: &EntityLocation) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl QueryData for EntityLocation

SAFETY: Self is the same as Self::ReadOnly

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type ReadOnly = EntityLocation

The read-only variant of this QueryData, which satisfies the ReadOnlyQueryData trait.
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impl WorldQuery for EntityLocation

SAFETY: update_component_access and update_archetype_component_access do nothing. This is sound because fetch does not access components.

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type Item<'w> = EntityLocation

The item returned by this WorldQuery For QueryData this will be the item returned by the query. For QueryFilter this will be either (), or a bool indicating whether the entity should be included or a tuple of such things.
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type Fetch<'w> = &'w Entities

Per archetype/table state used by this WorldQuery to fetch Self::Item
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type State = ()

State used to construct a Self::Fetch. This will be cached inside QueryState, so it is best to move as much data / computation here as possible to reduce the cost of constructing Self::Fetch.
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fn shrink<'wlong, 'wshort>( item: <EntityLocation as WorldQuery>::Item<'wlong>, ) -> <EntityLocation as WorldQuery>::Item<'wshort>
where 'wlong: 'wshort,

This function manually implements subtyping for the query items.
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unsafe fn init_fetch<'w>( world: UnsafeWorldCell<'w>, _state: &<EntityLocation as WorldQuery>::State, _last_run: Tick, _this_run: Tick, ) -> <EntityLocation as WorldQuery>::Fetch<'w>

Creates a new instance of this fetch. Read more
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const IS_DENSE: bool = true

Returns true if (and only if) every table of every archetype matched by this fetch contains all of the matched components. This is used to select a more efficient “table iterator” for “dense” queries. If this returns true, WorldQuery::set_table must be used before WorldQuery::fetch can be called for iterators. If this returns false, WorldQuery::set_archetype must be used before WorldQuery::fetch can be called for iterators.
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unsafe fn set_archetype<'w>( _fetch: &mut <EntityLocation as WorldQuery>::Fetch<'w>, _state: &<EntityLocation as WorldQuery>::State, _archetype: &'w Archetype, _table: &Table, )

Adjusts internal state to account for the next Archetype. This will always be called on archetypes that match this WorldQuery. Read more
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unsafe fn set_table<'w>( _fetch: &mut <EntityLocation as WorldQuery>::Fetch<'w>, _state: &<EntityLocation as WorldQuery>::State, _table: &'w Table, )

Adjusts internal state to account for the next Table. This will always be called on tables that match this WorldQuery. Read more
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unsafe fn fetch<'w>( fetch: &mut <EntityLocation as WorldQuery>::Fetch<'w>, entity: Entity, _table_row: TableRow, ) -> <EntityLocation as WorldQuery>::Item<'w>

Fetch Self::Item for either the given entity in the current Table, or for the given entity in the current Archetype. This must always be called after WorldQuery::set_table with a table_row in the range of the current Table or after WorldQuery::set_archetype with a entity in the current archetype. Read more
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fn update_component_access( _state: &<EntityLocation as WorldQuery>::State, _access: &mut FilteredAccess<ComponentId>, )

Adds any component accesses used by this WorldQuery to access. Read more
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fn init_state(_world: &mut World)

Creates and initializes a State for this WorldQuery type.
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fn get_state(_components: &Components) -> Option<()>

Attempts to initialize a State for this WorldQuery type using read-only access to Components.
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fn matches_component_set( _state: &<EntityLocation as WorldQuery>::State, _set_contains_id: &impl Fn(ComponentId) -> bool, ) -> bool

Returns true if this query matches a set of components. Otherwise, returns false. Read more
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fn set_access(_state: &mut Self::State, _access: &FilteredAccess<ComponentId>)

Sets available accesses for implementors with dynamic access such as FilteredEntityRef or FilteredEntityMut. Read more
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impl Copy for EntityLocation

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impl ReadOnlyQueryData for EntityLocation

SAFETY: access is read only

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impl StructuralPartialEq for EntityLocation

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